Please remove (delete) any previous versions of the mod before installing.

Also Enfos is NOT compatible with favormod - i have used a fair amount of the code for favormod in my Enfos.

Further, to switch between mods you currently have to remove all other versions of enfos before installing. Both mods currenlty use the same install path.

For .zip install - extract \enfos\ folder into demigod\bindata\mods\

Solo - Allows for 1-5 players on a single team, no opposing ai team is required to play. When ingame select "The Brothers" as your map and keep all human players on a single team! you will also require an AI on the forces of darkness.

Team Survival - Play team vs team

When ingame select "The Brothers" as the map.

Let me know how far you get!

Also any balance changes, item /creature ideas are welcome as per usual!

Changelog for V0.9 -> 1.0

1. Moved item/artifact shops and the crystal to the other side of the citadel. You will now be able to shop much more quickly after spawning and you will no longer aggro creeps through the wall while shopping.

2. Fixed walls to be more wallish. - tb can no longer pass through walls, and now minions are not able to pass through walls either. However reinforcements will remain able to for the present time (unless requested). This includes nitecrawlers.

3. Fixed Exp gain for all Creep types (was previously not giving exp for new creeps).

6. Removed all flags but the ones near the portals. Removed gold/exp gain from capture. This flag owns to resources (2 mines) which each produce 4 gold per tick.

7. Number of player creep health and damage adjustment code completed. Creeps will have 0/25/50/75/100% for 1/2/3/4/5 players.

8.Creep Health and damage will now incease by 6.25% per warrank wave.

9. There will be 2 waves per warrank, however the amount of summoned units will be divided between these two waves. The second wave will come after 18 seconds. The time in between warrank waves has been lifted from 31 seconds to 41 seconds

ie spawn wave 1

18 sec

Spawn wave 1 (2)

41 sec

spawn wave 2

18 sec

etc.

Hopefully this will reduce the pressure applied on players and allow them more time to move back to the citadel and shop

10. Amount of gold given per wave has been reduced from 250 to 100 per wave. - this will be changed further soon - looking to implement a system which distributes a set amount of gold between the players so i can cap max gold gain for balance reasons. (ie a given pool of resources will be used and divided out evenly amongst the players).

11. All warscore requirements have been removed from the citadel. Now purchases only depend on available gold.

Modifications to citadel:

Removed purchasable creep upgrades

Removed purchasable treb/finger of god upgrades

12. Increased Albatross flight path to prevent them getting caught in the citadel.

13. Fixed all creep types from getting caught in the citadel.

14. Fixed a number of icon problems

15. Rewrote the spawn tables to be more reflective of wave buff. -- Note lvl 16 is an air wave

16.First boss unit added. Currently only passive abilities though i will be looking at adding some active abilities in the following patch (so i can get this out soon )

2. added 2 starting towers to both sides of the map, close to the citadel

3. changed lobby option gold to:

StartingGold = { Normal = 3500, High = 7500, Rich = 25000, },

and experience rate to:

ExperienceMultiplier = { Low = 1.5, Normal = 3.0, High = 6.0, },

To account for these changes the number of player buff is now :

50%/+200%/+300%/+400%/+500% health and damage per 1/2/3/4/5 players

4. Removed Items:

Cloak of the night favor item

warpstone

amulet of teleportation

elfin cloak (artifact - teleport cloak)

5. Editied abilities:

Batswarm

---Now teleports you back to your start location 0.5 seconds after arriving. Consider it to now be an aoe that lets you go immune for .5 seconds. - To compensate for the change of mobility, this ability will now do damage twice.

2. added 2 starting towers to both sides of the map, close to the citadel

3. changed lobby option gold to:

StartingGold = { Normal = 3500, High = 7500, Rich = 25000, },

and experience rate to:

ExperienceMultiplier = { Low = 1.5, Normal = 3.0, High = 6.0, },

To account for these changes the number of player buff is now :

50%/+200%/+300%/+400%/+500% health and damage per 1/2/3/4/5 players

4. Removed Items:

Cloak of the night favor item

warpstone

amulet of teleportation

elfin cloak (artifact - teleport cloak)

5. Editied abilities:

Batswarm

---Now teleports you back to your start location 0.5 seconds after arriving. Consider it to now be an aoe that lets you go immune for .5 seconds. - To compensate for the change of mobility, this ability will now do damage twice.

Its a bit to easy with 5 people maybe try moving it to 40 waves and increase the hp atk and armor of the creeps after wave 20. This mod having 2 sides got me thinking...maybe you could extend it to where you could have a group of people vs. another group of people? Each time I played with more than 2 people we always beat wave 20 if you extend it to 40 like in my last suggestion and add the team vs. team it could be whoevers cit last longer (easy enough considering when your cit falls you lose) anyway its been a really fun mod so far thanks.

We tried 5 v ai and it proved to be very easy. I think the sweet spot at this point will be 2vAI or 3vai (maybe). It also destroyed a few folks pcs in the sim speed department. I can see this being alot of fun. Thanks for working on another great mod!

Max insisted on level 20 everyone playing DA. It was so retarded, all the creeps died the second they came out of the portal. We ended up at level 41 by the end. We kind of made Teseer think the mod was stupid though

This is still very much a work in progress so forgive me for the bugs lol. I will be trying to get out some newer versions out rather quickly as i update things now so keep an eye on this thread .

It was 5am when i released the mod so i didnt get to do a good writeup on how this currently works:

Warscore level is currently used to determine which creep wave you will receive, after every creep wave your warscore will be increased by 1 up to lvl 20.

All exp is only given from creeps,

Gold is not given by creeps ever, it is given on a per wave basis using the forumla :

money = 250 * warscore

For the moment i have released a single player/team version so that we can focus a bit on how well it balances out against a single team of differing sizes. A multiplayer version is not only in the works, it only requires 2 file changes that i have already produced so the mod will be avaliable from V1.0 onward in both single player/team and opposing team flavors.

Other things to note:

Yes you can currently kill the enemy citadel/farm the enemy heroes for gold using minions - this is not meant to be part of the game and i am currently working on code to make the ai heroes invincible and the citadel not take any damage.

AI will NOT work on this map. Too many key elements of the map have been removed and so they will not respond (usually sit at the start position and move over to their shop at waves 5+). The only point to having an ai enemy on startup is to allow the map to reload.

All flying minion types (ie oak) will be removed and replaced with ground based minions. (so that you cannot attack the opposing teams citadel. Walls/minion code will be edited to ensure that you cannot pass through walls.

All teleport abilities and items will be removed.

I am currently working a rework of the demigod abilities so that you still have some skill to purchase after lvl 40. Will remove skills that i dont think suit the current meta game and will replace with more appropriate skills.

I will be importing some items over from favormod - NOTE THIS MOD WILL NOT WORK WITH FAVORMOD, it utilizes alot of the same code to allow me to import items over easily.

I will also be working on editing citadel upgrades. I have removed stronghold upgrading with warrank and this will be a purchasable upgrade at the citadel. Warrank requirements will be removed from all upgrades. New upgrades will replace some of the more inappropriate stronghold upgrades.

It is REALLY easy for me to increase the number of waves above 20. However, i need some new creep types before i go above lvl 20 (ie i ran out of my premade ones). Suggestions?

Balance:

Ok after reading the above replies i have a few questions about balance:

#####note: lol at starting at lvl 20, (or should i say lvl 38 rofl)

Should the time in between waves be altered? If so, increased or decreased and by how much?

Would you like me to turn back on fog of war?

How much should the amount of gold given per wave be altered?

I will be working on a buff that applies itself to all creeps of a team on startup which will alter their armor, hp and damage dependent on the number of players? How much of a buff do you think would be appropriate per person.

For sim speed problems: was your graphics on low? I need to know how many you guys think is a good number for the maximum number of creeps to spawn in a wave for low end machines. health etc can be adjusted appropriately.

Ok now for some general questions:

What lvl do you get to when you hit wave 20? (so i can adjust exp/lvl rate if i when i had more creep waves above lvl 20.

Does this change much dependent on the number of ppl playing.

@ptarth

Some thoughts:

Change the colors of the shield buff you give creeps. (See the LoPQoT mod for an example, its really simple)

Each time I played with more than 2 people we always beat wave 20 if you extend it to 40 like in my last suggestion and add the team vs. team it could be whoevers cit last longer (easy enough considering when your cit falls you lose) anyway its been a really fun mod so far thanks.

This is exactly how its going to work !

Cheers Exx

NB: next version will be in autoinstaller for all those having .rar file problems.

That sounds great exx! It's 1:12 A.M. here and I'm watching bleach atm but tommorow I think split, max, pacov, and I can come up with some of the balancing suggestions (though if they don't have time to help me thats fine).

I am able to run the entire game (up to Wave 20) and have a Sim Speed of 3, on full/ultra graphics with max Anti Aliasing.

Specs:

8 GB PC-16000 RAM

Quad Core @ 3.4 GHz (AMD Phenom II 965 Black Edition)

2x Radeon 5850 in CrossFire

Intel's X-25M SSD (though I doubt that matters).

So I think for top-quality new computers, it should run okay. Scaling back the number of creeps would help.

Critiques:

- Make Spawn point by the item shop. It's current location forces you to not shop with your first 1k gold because you have to rush for the gold flag.

- Speaking of which... the 2x Gold flags at the end may need to be removed... I really needed the money for Single-Player but in Team Games I think it makes it EZ-Mode. You also still gain gold and xp from capping flags.

- Currency would need to be vast improved to be made worth it. The game only lasts 5-10 minutes anyway and you get well over 25k gold if you last to the end, making any contribution Cur gives you insignificant

- I would recommend the Tower Firepower citadel upgrade to create forts or tower or archer towers. The biggest difficulty while Solo'ing is that you cannot shop after wave 13 or so. You have to solo the last 7 waves without going back to base. This also would kill the Albatrosses, which tend to get caught in the citadel and each time I lost it was because of those damn birds. If the archer towers went behind the citadel they would be able to kill Angels or whatever

- If at all possible, I would make it "infinite" and make the creeps scale infinitely as well (it would be cool if you could as well :3). Eventually you wouldn't be able to keep up with walls of 10k hp Giants, no matter what level you are.

All-in-all great work, this really kept me entertained today. I'm not sure if it is possible to solo as anyone but UB... but still. It was fun to try!

- Speaking of which... the 2x Gold flags at the end may need to be removed... I really needed the money for Single-Player but in Team Games I think it makes it EZ-Mode. You also still gain gold and xp from capping flags.

Ok, will look into it

- Currency would need to be vast improved to be made worth it. The game only lasts 5-10 minutes anyway and you get well over 25k gold if you last to the end, making any contribution Cur gives you insignificant

- I would recommend the Tower Firepower citadel upgrade to create forts or tower or archer towers. The biggest difficulty while Solo'ing is that you cannot shop after wave 13 or so. You have to solo the last 7 waves without going back to base. This also would kill the Albatrosses, which tend to get caught in the citadel and each time I lost it was because of those damn birds. If the archer towers went behind the citadel they would be able to kill Angels or whatever

Citadel upgrades will be rewritten sometime soon as the purchasing of giants etc is not a required function anymore and a number of the buffs could be improved to better suit the new situation.

With Erebus, Tb, Occ, and Oak (me) we were able to sit at the portal the whole 20 waves just attacking the creeps :/ . With occ keeping my mana topped as oak and being able to port right to the crystal I never had to run back...just keep spamming my aoe to keep our hp topped off. You can also buy artifacts from the portal.